Core: Remove a few warnings (unused variables), clean up tabs whitespaces

This commit is contained in:
click
2011-06-23 09:13:58 +02:00
parent 33f3397976
commit f7b0e58a14
8 changed files with 23 additions and 23 deletions
@@ -411,7 +411,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
/** This is a series of callbacks executed consecutively as a result from the database becomes available.
This is much more efficient than synchronous requests on packet handler, and much less DoS prone.
It also prevents data syncrhonisation errors.
*/
*/
switch (createInfo->Stage)
{
case 0:
@@ -427,7 +427,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
return;
}
ASSERT(_charCreateCallback.GetParam() == createInfo);
ASSERT(_charCreateCallback.GetParam() == createInfo);
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_GET_SUM_REALMCHARS);
stmt->setUInt32(0, GetAccountId());
@@ -462,7 +462,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
}
ASSERT(_charCreateCallback.GetParam() == createInfo);
ASSERT(_charCreateCallback.GetParam() == createInfo);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_GET_SUM_CHARS);
stmt->setUInt32(0, GetAccountId());
@@ -494,7 +494,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_ACCOUNTS) || GetSecurity() > SEC_PLAYER;
uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);
_charCreateCallback.FreeResult();
if (!allowTwoSideAccounts || skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT)
+1 -1
View File
@@ -944,7 +944,7 @@ void WorldSession::SetPlayer(Player *plr)
void WorldSession::InitializeQueryCallbackParameters()
{
// Callback parameters that have pointers in them should be properly
// Callback parameters that have pointers in them should be properly
// initialized to NULL here.
_charCreateCallback.SetParam(NULL);
}
+3 -3
View File
@@ -181,8 +181,8 @@ class CharacterCreateInfo
friend class Player;
protected:
CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
OutfitId(outfitId), Data(data), CharCount(0), Stage(0)
{}
@@ -921,7 +921,7 @@ class WorldSession
{
return _allowedCharsToLogin.find(lowGUID) != _allowedCharsToLogin.end();
}
// this stores the GUIDs of the characters who can login
// characters who failed on Player::BuildEnumData shouldn't login
std::set<uint32> _allowedCharsToLogin;
@@ -42,7 +42,7 @@ class Aura;
//
// in aura handler there should be check for modes:
// AURA_EFFECT_HANDLE_REAL set
// AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK set
// AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK set
// AURA_EFFECT_HANDLE_CHANGE_AMOUNT_MASK set - aura is recalculated or is just applied/removed - need to redo all things related to m_amount
// AURA_EFFECT_HANDLE_CHANGE_AMOUNT_SEND_FOR_CLIENT_MASK - logical or of above conditions
// AURA_EFFECT_HANDLE_STAT - set when stats are reapplied
@@ -850,7 +850,7 @@ void AuraEffect::CalculatePeriodic(Unit* caster, bool create, bool load)
// reset periodic timer on aura create or on reapply when aura isn't dot
// possibly we should not reset periodic timers only when aura is triggered by proc
// or maybe there's a spell attribute somewhere
bool resetPeriodicTimer = create
bool resetPeriodicTimer = create
|| ((GetAuraType() != SPELL_AURA_PERIODIC_DAMAGE) && (GetAuraType() != SPELL_AURA_PERIODIC_DAMAGE_PERCENT));
if (resetPeriodicTimer)
@@ -5409,7 +5409,7 @@ void AuraEffect::HandleAuraLinked(AuraApplication const* aurApp, uint8 mode, boo
else if (mode & AURA_EFFECT_HANDLE_REAPPLY && apply)
{
uint64 casterGUID = IsSpellRequiringFocusedTarget(GetSpellProto()) ? GetCasterGUID() : target->GetGUID();
// change the stack amount to be equal to stack amount of our aura
if (Aura* triggeredAura = target->GetAura(triggeredSpellId, casterGUID))
triggeredAura->ModStackAmount(GetBase()->GetStackAmount() - triggeredAura->GetStackAmount());